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BigFatStupidHead

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Everything posted by BigFatStupidHead

  1. You might like SasquatchM's Pulse Detonation Engine mod. There is an update for the config on page two for .90 compatibility.
  2. This sounds like a very typical Linux problem; Linux is very picky about its capitalization. Also, this mod sounds great and I am looking forward to trying it.
  3. Just a quibble, flagella do contain rotating shafts, and some flagellated organisms can be seen with the naked eye.
  4. So, no more excessive, random spinning out of orbits like in the original plugin? I am intrigued!
  5. You could take a look at Persistent Trails. I don't know much about how it works, but they might just be ghost ships.
  6. 30 parts, including an antenna, KER module, Battery, 3 Solar Panels, and Thermostat. Nice work!
  7. There is a trick to dealing with asymmetric flame out. When you add an engine (do not use symmetry), add all intakes for that engine. Then add the second engine, and all intakes for that engine. So, you might go: turbojet, ram scoop, ram scoop, turbojet, ram scoop, ram scoop. This is a handy mod that does just that for you.
  8. I have often built such ships where the ship is centered around the engine. Fuel tanks get surface attached to that, and wings arranged afterwards. Sort of a flying wing arrangement.
  9. Right now I love the simplicity of the map goto timewarp buttons as is. If I need something more complex, I can use the full alarm clock to make it happen. So... my vote is to leave them just as they are now.
  10. Well, Hooligan made cloud cities on Jool using edited KAS winches. Also, It is very slow and annoying to stop manually. Minute drifting is (was?) enough to not be considered stationary.
  11. Yes, the main use of the "make stationary" button was to prevent the "Cannot save while vehicle is in motion."
  12. My own recollection of the HL parts was that they needed some part of them to be touching the "ground"; KAS winches with the anchor head was the recommended method to accomplish this. HL added a "make stationary" button because airships in motion would also prevent saving or changing vessels.
  13. Just make sure to get a Corvette in the set, so we can recreate that entire Heavy Metal scene.
  14. I loved your rollkage mod, angusmcbeth! Those Kerchilin tires were the best. They let me perform one of the most ill-conceived munar rescue operations I've ever done, complete with driving at breakneck speeds in treacherous cratered terrain -in the dark- to a finale of using a munar ridge as a ramp to achieve orbit.
  15. You have a beautiful vision. It looks like they are smaller than the mk][ parts?
  16. Claw, I see you've got asymmetric flameouts on you hitlist. Here is one way in which it can be dealt with; it may help you develop your fix.
  17. I agree with Gaalidas. Option two seems the right way to go.
  18. That may be true on THIS forum, but other forums have many more inexperienced players looking for tips. So, you should feel free to point this out when you're elsewhere!
  19. This looks excellent. Any idea how it interacts with Hooligan's Submarine pack?
  20. So, RoverDude. What would you suggest for the best complete, light-weight (in VAB parts) mining experience, mod wise? Will AMT cover this all, or would a combination of Karbonite and ART be the way to go?
  21. I quite like these, but I would avoid the gold foil if you are aiming for a stockalike look.
  22. Ah, that wonderful buzz! Thanks for the updated config; it's a shame that more of SM's stuff hasn't been made compatible,
  23. Would the Regolith framework support increased mining efficiency based off a Kerbals Engineering trait level?
  24. These are pretty neat. You should use your descriptions from the OP for the in-game part descriptions.
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